text: /*     Copyright 2015-2019 Egor Yusov
   *  
   *  Licensed under the Apache License, Version 2.0 (the "License");
   *  you may not use this file except in compliance with the License.
   *  You may obtain a copy of the License at
   * 
   *     http://www.apache.org/licenses/LICENSE-2.0
   * 
   *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
   *
   *  In no event and under no legal theory, whether in tort (including negligence), 
   *  contract, or otherwise, unless required by applicable law (such as deliberate 
   *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
   *  liable for any damages, including any direct, indirect, special, incidental, 
   *  or consequential damages of any character arising as a result of this License or 
   *  out of the use or inability to use the software (including but not limited to damages 
   *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
   *  all other commercial damages or losses), even if such Contributor has been advised 
   *  of the possibility of such damages.
   */
  
  #pragma once
  
  /// \file
  /// Definition of the Diligent::IDeviceContextGL interface
  
  #include "../../GraphicsEngine/interface/DeviceContext.h"
  
  namespace Diligent
  {
  
  // {3464FDF1-C548-4935-96C3-B454C9DF6F6A}
  static constexpr INTERFACE_ID IID_DeviceContextGL =
  { 0x3464fdf1, 0xc548, 0x4935, { 0x96, 0xc3, 0xb4, 0x54, 0xc9, 0xdf, 0x6f, 0x6a } };
  
  /// Interface to the device context object implemented in OpenGL
  class IDeviceContextGL : public IDeviceContext
  {
  public:
  
      /// Attaches to the active GL context in the thread.
  
      /// If an application uses multiple GL contexts, this method must be called before any 
      /// other command to let the engine update active context every time when control flow 
      /// is passed over from the main application
      ///
      /// \return false if there is no active GL context, and true otherwise
      virtual bool UpdateCurrentGLContext() = 0;
  };
  
  }
  